Ragdoll bugging out?

Problem: My ragdoll is bugging out its stiff, and the root part is acting wierd. Even after changing the humanoids state type it makes it worse. Im trying to achieve a fluid look and i dont want it clipping into the ground. For the clipping part i could use collision groups.

Video:

Script:

	self.PlatformStand = true
	
	for i, v in self.Character:GetDescendants() do
		if v:IsA("Motor6D") then
			local BSC = Instance.new("BallSocketConstraint")
			local A0 = Instance.new("Attachment")
			local A1 = Instance.new("Attachment")
			
			A0.Parent = v.Part0
			A1.Parent = v.Part1
			BSC.Parent = v.Parent
			
			A0.CFrame = v.C0
			A1.CFrame = v.C1
			
			BSC.Attachment0 = A0
			BSC.Attachment1 = A1
			
			BSC.LimitsEnabled = true
			BSC.TwistLimitsEnabled = true
			
			v.Enabled = false
			
			if v.Parent:IsA("BasePart") then
				v.Parent.Massless = true
			end
			
		end
	end
	
	self.Hum.WalkSpeed = 0
	self.Hum.JumpHeight = 0
	self.AutoRotate = false

Try excluding the Root Motor in Lower Torso when replacing them with ball sockets. It’s connected to the HumanoidRootPart, and might cause problems when messed with.

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It made it worse, i started the game with it not enabled and then in the middle of the test i disabled it. When i disabled it in the footage it worked like i wanted it to, but when i run the script as soon as they game starts and include the motor it tweaks out again.

Try turning off the Upper Torso’s collision, that worked for me.

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It helped it alot but the root part is still pushing it up, ill play around with some values.

Finally :partying_face: I got it to work

Butttt it works fine only on rigs, it bugs out for players because for some reason it doesnt change values??

The humanoid might be resetting the properties. You could try and put it in a heartbeat connection, but I’m not sure if that would do anything.

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Nevermind its because im stupid. I didnt add self.Hum and just put self…

image

works fine now

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